
So, several cycles later, this card still isn't a must-have, but it's still good, if situational. The main use for it is dealing with enemies with either attachments or tokens that you want to reset: the most obvious is any kind of cultist picking up doom. In that sense, it has gotten competition in the form of Dumb Luck. Dumb Luck costs 0 XP and has arguably better skill icons, but there are still reasons to take Close Call.
For one, Dumb Luck requires you to be the one doing the evading. This is a bigger deal than it might seem, especially when coupled with the second problem, which is that you have to exactly fail by 1 or by 2. Technically you could fail by 0, I suppose. If you really need to get an enemy with doom off the table, having to figure out how to set up the "correct" failure can be a precious waste of time, especially if you accidentally succeed and have to engage the enemy again.
So far, I've mostly played Close Call near the end of the Forgotten Age. Especially in the scenario Shattered Aeons, being able to take certain enemies off the table for a bit can be a very needed moment of relief. And don't forget you can Close Call your fellow investigators' evades as well, so even someone like William Yorick or "Ashcan" Pete who might not be evading much could slot one or two of this in.